The MPQKit and Riven X projects are ready for Leopard. You should have no problem building them using Xcode 3 for all supported architectures. If anything does go wrong, please let me know.
Ohh how is RivenX going? Do you accept donations as incentive?
Please keep OS-X-specific code and platform-independent code nicely separated on RivenX, I’d love to have a Riven-Linux! Is MHKKit platform-independent?
I don’t accept donations yet. If you really must, by PayPal account is bahamut@macstorm.org…
Unfortunately, RIven X and MHKKit are heavily dependent on Mac OS X technologies. The core of MHKKit is pure-C and Objective-C, but movie loading depends on QuickTime and the audio decompressors depend on Core Audio.
I’m aware of one other other project (which I can’t disclose) to create a new Riven engine that will be cross-platform. The goal with Riven X was to provide the best experience on Mac OS X by being a native application and taking full and direct advantage of the platform’s native APIs.
The source code is open though, and clearly the hardest part in creating a new Riven engine is all the internal game logic. Riven X can help others there
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Wednesday, December 12, 2007 at 21:53 PST
Nicolas
Ohh how is RivenX going? Do you accept donations as incentive?
Please keep OS-X-specific code and platform-independent code nicely separated on RivenX, I’d love to have a Riven-Linux! Is MHKKit platform-independent?
Wednesday, December 12, 2007 at 22:02 PST
Jean-François Roy
I don’t accept donations yet. If you really must, by PayPal account is bahamut@macstorm.org…
Unfortunately, RIven X and MHKKit are heavily dependent on Mac OS X technologies. The core of MHKKit is pure-C and Objective-C, but movie loading depends on QuickTime and the audio decompressors depend on Core Audio.
I’m aware of one other other project (which I can’t disclose) to create a new Riven engine that will be cross-platform. The goal with Riven X was to provide the best experience on Mac OS X by being a native application and taking full and direct advantage of the platform’s native APIs.
The source code is open though, and clearly the hardest part in creating a new Riven engine is all the internal game logic. Riven X can help others there